////***************************************************************************************
//// PickingApp.cpp by Frank Luna (C) 2015 All Rights Reserved.
////***************************************************************************************
//
//#include "../../../Common/d3dApp.h"
//#include "../../../Common/MathHelper.h"
//#include "../../../Common/UploadBuffer.h"
//#include "../../../Common/GeometryGenerator.h"
//#include "../../../Common/Camera.h"
//#include "PickingFrameResource.h"
//
//using Microsoft::WRL::ComPtr;
//using namespace DirectX;
//using namespace DirectX::PackedVector;
//
//#pragma comment(lib, "d3dcompiler.lib")
//#pragma comment(lib, "D3D12.lib")
//
//const int gNumFrameResources = 3;
//
//// Lightweight structure stores parameters to draw a shape.  This will
//// vary from app-to-app.
//struct RenderItem
//{
//	RenderItem() = default;
//    RenderItem(const RenderItem& rhs) = delete;
//
//	bool Visible = true;
//
//	BoundingBox Bounds;
// 
//    // World matrix of the shape that describes the object's local space
//    // relative to the world space, which defines the position, orientation,
//    // and scale of the object in the world.
//    XMFLOAT4X4 World = MathHelper::Identity4x4();
//
//	XMFLOAT4X4 TexTransform = MathHelper::Identity4x4();
//
//	// Dirty flag indicating the object data has changed and we need to update the constant buffer.
//	// Because we have an object cbuffer for each FrameResource, we have to apply the
//	// update to each FrameResource.  Thus, when we modify obect data we should set 
//	// NumFramesDirty = gNumFrameResources so that each frame resource gets the update.
//	int NumFramesDirty = gNumFrameResources;
//
//	// Index into GPU constant buffer corresponding to the ObjectCB for this render item.
//	UINT ObjCBIndex = -1;
//
//	Material* Mat = nullptr;
//	MeshGeometry* Geo = nullptr;
//
//    // Primitive topology.
//    D3D12_PRIMITIVE_TOPOLOGY PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//
//    // DrawIndexedInstanced parameters.
//    UINT IndexCount = 0;
//    UINT StartIndexLocation = 0;
//    int BaseVertexLocation = 0;
//};
//
//enum class RenderLayer : int
//{
//	Opaque = 0,
//	Highlight,
//	Count
//};
//
//class PickingApp : public D3DApp
//{
//public:
//    PickingApp(HINSTANCE hInstance);
//    PickingApp(const PickingApp& rhs) = delete;
//    PickingApp& operator=(const PickingApp& rhs) = delete;
//    ~PickingApp();
//
//    virtual bool Initialize()override;
//
//private:
//    virtual void OnResize()override;
//    virtual void Update(const GameTimer& gt)override;
//    virtual void Draw(const GameTimer& gt)override;
//
//    virtual void OnMouseDown(WPARAM btnState, int x, int y)override;
//    virtual void OnMouseUp(WPARAM btnState, int x, int y)override;
//    virtual void OnMouseMove(WPARAM btnState, int x, int y)override;
//
//    void OnKeyboardInput(const GameTimer& gt);
//	void AnimateMaterials(const GameTimer& gt);
//	void UpdateObjectCBs(const GameTimer& gt);
//	void UpdateMaterialBuffer(const GameTimer& gt);
//	void UpdateMainPassCB(const GameTimer& gt);
//
//	void LoadTextures();
//    void BuildRootSignature();
//	void BuildDescriptorHeaps();
//    void BuildShadersAndInputLayout();
//    void BuildCarGeometry();
//    void BuildPSOs();
//    void BuildFrameResources();
//    void BuildMaterials();
//    void BuildRenderItems();
//    void DrawRenderItems(ID3D12GraphicsCommandList* cmdList, const std::vector<RenderItem*>& ritems);
//	void Pick(int sx, int sy);
//
//	std::array<const CD3DX12_STATIC_SAMPLER_DESC, 6> GetStaticSamplers();
//
//private:
//
//    std::vector<std::unique_ptr<PickingFrameResource>> mFrameResources;
//    PickingFrameResource* mCurrFrameResource = nullptr;
//    int mCurrFrameResourceIndex = 0;
//
//    UINT mCbvSrvDescriptorSize = 0;
//
//    ComPtr<ID3D12RootSignature> mRootSignature = nullptr;
//
//	ComPtr<ID3D12DescriptorHeap> mSrvDescriptorHeap = nullptr;
//
//	std::unordered_map<std::string, std::unique_ptr<MeshGeometry>> mGeometries;
//	std::unordered_map<std::string, std::unique_ptr<Material>> mMaterials;
//	std::unordered_map<std::string, std::unique_ptr<Texture>> mTextures;
//	std::unordered_map<std::string, ComPtr<ID3DBlob>> mShaders;
//	std::unordered_map<std::string, ComPtr<ID3D12PipelineState>> mPSOs;
//
//    std::vector<D3D12_INPUT_ELEMENT_DESC> mInputLayout;
// 
//	// List of all the render items.
//	std::vector<std::unique_ptr<RenderItem>> mAllRitems;
//
//	// Render items divided by PSO.
//	std::vector<RenderItem*> mRitemLayer[(int)RenderLayer::Count];
//
//	RenderItem* mPickedRitem = nullptr;
//
//    PassConstants mMainPassCB;
//
//	Camera mCamera;
//
//    POINT mLastMousePos;
//};
//
//int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
//    PSTR cmdLine, int showCmd)
//{
//    // Enable run-time memory check for debug builds.
//#if defined(DEBUG) | defined(_DEBUG)
//    _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
//#endif
//
//    try
//    {
//        PickingApp theApp(hInstance);
//        if(!theApp.Initialize())
//            return 0;
//
//        return theApp.Run();
//    }
//    catch(DxException& e)
//    {
//        MessageBox(nullptr, e.ToString().c_str(), L"HR Failed", MB_OK);
//        return 0;
//    }
//}
//
//PickingApp::PickingApp(HINSTANCE hInstance)
//    : D3DApp(hInstance)
//{
//}
//
//PickingApp::~PickingApp()
//{
//    if(md3dDevice != nullptr)
//        FlushCommandQueue();
//}
//
//bool PickingApp::Initialize()
//{
//    if(!D3DApp::Initialize())
//        return false;
//
//    // Reset the command list to prep for initialization commands.
//    ThrowIfFailed(mCommandList->Reset(mDirectCmdListAlloc.Get(), nullptr));
//
//    // Get the increment size of a descriptor in this heap type.  This is hardware specific, 
//	// so we have to query this information.
//    mCbvSrvDescriptorSize = md3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
//
//	mCamera.LookAt(
//		XMFLOAT3(5.0f, 4.0f, -15.0f),
//		XMFLOAT3(0.0f, 1.0f, 0.0f),
//		XMFLOAT3(0.0f, 1.0f, 0.0f));
// 
//	LoadTextures();
//    BuildRootSignature();
//	BuildDescriptorHeaps();
//    BuildShadersAndInputLayout();
//    BuildCarGeometry();
//	BuildMaterials();
//    BuildRenderItems();
//    BuildFrameResources();
//    BuildPSOs();
//
//    // Execute the initialization commands.
//    ThrowIfFailed(mCommandList->Close());
//    ID3D12CommandList* cmdsLists[] = { mCommandList.Get() };
//    mCommandQueue->ExecuteCommandLists(_countof(cmdsLists), cmdsLists);
//
//    // Wait until initialization is complete.
//    FlushCommandQueue();
//
//    return true;
//}
// 
//void PickingApp::OnResize()
//{
//    D3DApp::OnResize();
//
//	mCamera.SetLens(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);
//}
//
//void PickingApp::Update(const GameTimer& gt)
//{
//    OnKeyboardInput(gt);
//
//    // Cycle through the circular frame resource array.
//    mCurrFrameResourceIndex = (mCurrFrameResourceIndex + 1) % gNumFrameResources;
//    mCurrFrameResource = mFrameResources[mCurrFrameResourceIndex].get();
//
//    // Has the GPU finished processing the commands of the current frame resource?
//    // If not, wait until the GPU has completed commands up to this fence point.
//    if(mCurrFrameResource->Fence != 0 && mFence->GetCompletedValue() < mCurrFrameResource->Fence)
//    {
//        HANDLE eventHandle = CreateEventEx(nullptr, false, false, EVENT_ALL_ACCESS);
//        ThrowIfFailed(mFence->SetEventOnCompletion(mCurrFrameResource->Fence, eventHandle));
//        WaitForSingleObject(eventHandle, INFINITE);
//        CloseHandle(eventHandle);
//    }
//
//	AnimateMaterials(gt);
//	UpdateObjectCBs(gt);
//	UpdateMaterialBuffer(gt);
//	UpdateMainPassCB(gt);
//}
//
//void PickingApp::Draw(const GameTimer& gt)
//{
//    auto cmdListAlloc = mCurrFrameResource->CmdListAlloc;
//
//    // Reuse the memory associated with command recording.
//    // We can only reset when the associated command lists have finished execution on the GPU.
//    ThrowIfFailed(cmdListAlloc->Reset());
//
//    // A command list can be reset after it has been added to the command queue via ExecuteCommandList.
//    // Reusing the command list reuses memory.
//    ThrowIfFailed(mCommandList->Reset(cmdListAlloc.Get(), mPSOs["opaque"].Get()));
//
//    mCommandList->RSSetViewports(1, &mScreenViewport);
//    mCommandList->RSSetScissorRects(1, &mScissorRect);
//
//    // Indicate a state transition on the resource usage.
//	mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(CurrentBackBuffer(),
//		D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
//
//    // Clear the back buffer and depth buffer.
//    mCommandList->ClearRenderTargetView(CurrentBackBufferView(), Colors::LightSteelBlue, 0, nullptr);
//    mCommandList->ClearDepthStencilView(DepthStencilView(), D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
//
//    // Specify the buffers we are going to render to.
//    mCommandList->OMSetRenderTargets(1, &CurrentBackBufferView(), true, &DepthStencilView());
//
//	ID3D12DescriptorHeap* descriptorHeaps[] = { mSrvDescriptorHeap.Get() };
//	mCommandList->SetDescriptorHeaps(_countof(descriptorHeaps), descriptorHeaps);
//
//	mCommandList->SetGraphicsRootSignature(mRootSignature.Get());
//
//	auto passCB = mCurrFrameResource->PassCB->Resource();
//	mCommandList->SetGraphicsRootConstantBufferView(1, passCB->GetGPUVirtualAddress());
//
//	// Bind all the materials used in this scene.  For structured buffers, we can bypass the heap and 
//	// set as a root descriptor.
//	auto matBuffer = mCurrFrameResource->MaterialBuffer->Resource();
//	mCommandList->SetGraphicsRootShaderResourceView(2, matBuffer->GetGPUVirtualAddress());
//
//	// Bind all the textures used in this scene.  Observe
//    // that we only have to specify the first descriptor in the table.  
//    // The root signature knows how many descriptors are expected in the table.
//	mCommandList->SetGraphicsRootDescriptorTable(3, mSrvDescriptorHeap->GetGPUDescriptorHandleForHeapStart());
//
//    DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Opaque]);
//
//	mCommandList->SetPipelineState(mPSOs["highlight"].Get());
//	DrawRenderItems(mCommandList.Get(), mRitemLayer[(int)RenderLayer::Highlight]);
//
//    // Indicate a state transition on the resource usage.
//	mCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(CurrentBackBuffer(),
//		D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
//
//    // Done recording commands.
//    ThrowIfFailed(mCommandList->Close());
//
//    // Add the command list to the queue for execution.
//    ID3D12CommandList* cmdsLists[] = { mCommandList.Get() };
//    mCommandQueue->ExecuteCommandLists(_countof(cmdsLists), cmdsLists);
//
//    // Swap the back and front buffers
//    ThrowIfFailed(mSwapChain->Present(0, 0));
//	mCurrBackBuffer = (mCurrBackBuffer + 1) % SwapChainBufferCount;
//
//    // Advance the fence value to mark commands up to this fence point.
//    mCurrFrameResource->Fence = ++mCurrentFence;
//
//    // Add an instruction to the command queue to set a new fence point. 
//    // Because we are on the GPU timeline, the new fence point won't be 
//    // set until the GPU finishes processing all the commands prior to this Signal().
//    mCommandQueue->Signal(mFence.Get(), mCurrentFence);
//}
//
//void PickingApp::OnMouseDown(WPARAM btnState, int x, int y)
//{
//	if((btnState & MK_LBUTTON) != 0)
//	{
//		mLastMousePos.x = x;
//		mLastMousePos.y = y;
//
//		SetCapture(mhMainWnd);
//	}
//	else if((btnState & MK_RBUTTON) != 0)
//	{
//		Pick(x, y);
//	}
//}
//
//void PickingApp::OnMouseUp(WPARAM btnState, int x, int y)
//{
//    ReleaseCapture();
//}
//
//void PickingApp::OnMouseMove(WPARAM btnState, int x, int y)
//{
//    if((btnState & MK_LBUTTON) != 0)
//    {
//		// Make each pixel correspond to a quarter of a degree.
//		float dx = XMConvertToRadians(0.25f*static_cast<float>(x - mLastMousePos.x));
//		float dy = XMConvertToRadians(0.25f*static_cast<float>(y - mLastMousePos.y));
//
//		mCamera.Pitch(dy);
//		mCamera.RotateY(dx);
//    }
//
//    mLastMousePos.x = x;
//    mLastMousePos.y = y;
//}
// 
//void PickingApp::OnKeyboardInput(const GameTimer& gt)
//{
//	const float dt = gt.DeltaTime();
//
//	if(GetAsyncKeyState('W') & 0x8000)
//		mCamera.Walk(10.0f*dt);
//
//	if(GetAsyncKeyState('S') & 0x8000)
//		mCamera.Walk(-10.0f*dt);
//
//	if(GetAsyncKeyState('A') & 0x8000)
//		mCamera.Strafe(-10.0f*dt);
//
//	if(GetAsyncKeyState('D') & 0x8000)
//		mCamera.Strafe(10.0f*dt);
//
//	mCamera.UpdateViewMatrix();
//}
// 
//void PickingApp::AnimateMaterials(const GameTimer& gt)
//{
//	
//}
//
//void PickingApp::UpdateObjectCBs(const GameTimer& gt)
//{
//	auto currObjectCB = mCurrFrameResource->ObjectCB.get();
//	for(auto& e : mAllRitems)
//	{
//		// Only update the cbuffer data if the constants have changed.  
//		// This needs to be tracked per frame resource.
//		if(e->NumFramesDirty > 0)
//		{
//			XMMATRIX world = XMLoadFloat4x4(&e->World);
//			XMMATRIX texTransform = XMLoadFloat4x4(&e->TexTransform);
//
//			ObjectConstants objConstants;
//			XMStoreFloat4x4(&objConstants.World, XMMatrixTranspose(world));
//			XMStoreFloat4x4(&objConstants.TexTransform, XMMatrixTranspose(texTransform));
//			objConstants.MaterialIndex = e->Mat->MatCBIndex;
//
//			currObjectCB->CopyData(e->ObjCBIndex, objConstants);
//
//			// Next FrameResource need to be updated too.
//			e->NumFramesDirty--;
//		}
//	}
//}
//
//void PickingApp::UpdateMaterialBuffer(const GameTimer& gt)
//{
//	auto currMaterialBuffer = mCurrFrameResource->MaterialBuffer.get();
//	for(auto& e : mMaterials)
//	{
//		// Only update the cbuffer data if the constants have changed.  If the cbuffer
//		// data changes, it needs to be updated for each FrameResource.
//		Material* mat = e.second.get();
//		if(mat->NumFramesDirty > 0)
//		{
//			XMMATRIX matTransform = XMLoadFloat4x4(&mat->MatTransform);
//
//			MaterialData matData;
//			matData.DiffuseAlbedo = mat->DiffuseAlbedo;
//			matData.FresnelR0 = mat->FresnelR0;
//			matData.Roughness = mat->Roughness;
//			XMStoreFloat4x4(&matData.MatTransform, XMMatrixTranspose(matTransform));
//			matData.DiffuseMapIndex = mat->DiffuseSrvHeapIndex;
//
//			currMaterialBuffer->CopyData(mat->MatCBIndex, matData);
//
//			// Next FrameResource need to be updated too.
//			mat->NumFramesDirty--;
//		}
//	}
//}
//
//void PickingApp::UpdateMainPassCB(const GameTimer& gt)
//{
//	XMMATRIX view = mCamera.GetView();
//	XMMATRIX proj = mCamera.GetProj();
//
//	XMMATRIX viewProj = XMMatrixMultiply(view, proj);
//	XMMATRIX invView = XMMatrixInverse(&XMMatrixDeterminant(view), view);
//	XMMATRIX invProj = XMMatrixInverse(&XMMatrixDeterminant(proj), proj);
//	XMMATRIX invViewProj = XMMatrixInverse(&XMMatrixDeterminant(viewProj), viewProj);
//
//	XMStoreFloat4x4(&mMainPassCB.View, XMMatrixTranspose(view));
//	XMStoreFloat4x4(&mMainPassCB.InvView, XMMatrixTranspose(invView));
//	XMStoreFloat4x4(&mMainPassCB.Proj, XMMatrixTranspose(proj));
//	XMStoreFloat4x4(&mMainPassCB.InvProj, XMMatrixTranspose(invProj));
//	XMStoreFloat4x4(&mMainPassCB.ViewProj, XMMatrixTranspose(viewProj));
//	XMStoreFloat4x4(&mMainPassCB.InvViewProj, XMMatrixTranspose(invViewProj));
//	mMainPassCB.EyePosW = mCamera.GetPosition3f();
//	mMainPassCB.RenderTargetSize = XMFLOAT2((float)mClientWidth, (float)mClientHeight);
//	mMainPassCB.InvRenderTargetSize = XMFLOAT2(1.0f / mClientWidth, 1.0f / mClientHeight);
//	mMainPassCB.NearZ = 1.0f;
//	mMainPassCB.FarZ = 1000.0f;
//	mMainPassCB.TotalTime = gt.TotalTime();
//	mMainPassCB.DeltaTime = gt.DeltaTime();
//	mMainPassCB.AmbientLight = { 0.25f, 0.25f, 0.35f, 1.0f };
//	mMainPassCB.Lights[0].Direction = { 0.57735f, -0.57735f, 0.57735f };
//	mMainPassCB.Lights[0].Strength = { 0.8f, 0.8f, 0.8f };
//	mMainPassCB.Lights[1].Direction = { -0.57735f, -0.57735f, 0.57735f };
//	mMainPassCB.Lights[1].Strength = { 0.4f, 0.4f, 0.4f };
//	mMainPassCB.Lights[2].Direction = { 0.0f, -0.707f, -0.707f };
//	mMainPassCB.Lights[2].Strength = { 0.2f, 0.2f, 0.2f };
//
//	auto currPassCB = mCurrFrameResource->PassCB.get();
//	currPassCB->CopyData(0, mMainPassCB);
//}
//
//void PickingApp::LoadTextures()
//{
//	auto defaultDiffuseTex = std::make_unique<Texture>();
//	defaultDiffuseTex->Name = "defaultDiffuseTex";
//	defaultDiffuseTex->Filename = L"E:/DX12Book/DX12LearnProject/DX12Learn/Textures/white1x1.dds";
//	ThrowIfFailed(DirectX::CreateDDSTextureFromFile12(md3dDevice.Get(),
//		mCommandList.Get(), defaultDiffuseTex->Filename.c_str(),
//		defaultDiffuseTex->Resource, defaultDiffuseTex->UploadHeap));
//	
//	mTextures[defaultDiffuseTex->Name] = std::move(defaultDiffuseTex);
//}
//
//void PickingApp::BuildRootSignature()
//{
//	CD3DX12_DESCRIPTOR_RANGE texTable;
//	texTable.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 4, 0, 0);
//
//    // Root parameter can be a table, root descriptor or root constants.
//    CD3DX12_ROOT_PARAMETER slotRootParameter[4];
//
//	// Perfomance TIP: Order from most frequent to least frequent.
//    slotRootParameter[0].InitAsConstantBufferView(0);
//    slotRootParameter[1].InitAsConstantBufferView(1);
//    slotRootParameter[2].InitAsShaderResourceView(0, 1);
//	slotRootParameter[3].InitAsDescriptorTable(1, &texTable, D3D12_SHADER_VISIBILITY_PIXEL);
//
//
//	auto staticSamplers = GetStaticSamplers();
//
//    // A root signature is an array of root parameters.
//	CD3DX12_ROOT_SIGNATURE_DESC rootSigDesc(4, slotRootParameter,
//		(UINT)staticSamplers.size(), staticSamplers.data(),
//		D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
//
//    // create a root signature with a single slot which points to a descriptor range consisting of a single constant buffer
//    ComPtr<ID3DBlob> serializedRootSig = nullptr;
//    ComPtr<ID3DBlob> errorBlob = nullptr;
//    HRESULT hr = D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1,
//        serializedRootSig.GetAddressOf(), errorBlob.GetAddressOf());
//
//    if(errorBlob != nullptr)
//    {
//        ::OutputDebugStringA((char*)errorBlob->GetBufferPointer());
//    }
//    ThrowIfFailed(hr);
//
//    ThrowIfFailed(md3dDevice->CreateRootSignature(
//		0,
//        serializedRootSig->GetBufferPointer(),
//        serializedRootSig->GetBufferSize(),
//        IID_PPV_ARGS(mRootSignature.GetAddressOf())));
//}
//
//void PickingApp::BuildDescriptorHeaps()
//{
//	//
//	// Create the SRV heap.
//	//
//	D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
//	srvHeapDesc.NumDescriptors = 1;
//	srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
//	srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
//	ThrowIfFailed(md3dDevice->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&mSrvDescriptorHeap)));
//
//	//
//	// Fill out the heap with actual descriptors.
//	//
//	CD3DX12_CPU_DESCRIPTOR_HANDLE hDescriptor(mSrvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
//
//	auto defaultDiffuseTex = mTextures["defaultDiffuseTex"]->Resource;
//
//	D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
//	srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
//	srvDesc.Format = defaultDiffuseTex->GetDesc().Format;
//	srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
//	srvDesc.Texture2D.MostDetailedMip = 0;
//	srvDesc.Texture2D.MipLevels = defaultDiffuseTex->GetDesc().MipLevels;
//	srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
//	md3dDevice->CreateShaderResourceView(defaultDiffuseTex.Get(), &srvDesc, hDescriptor);
//}
//
//void PickingApp::BuildShadersAndInputLayout()
//{
//	const D3D_SHADER_MACRO alphaTestDefines[] =
//	{
//		"ALPHA_TEST", "1",
//		NULL, NULL
//	};
//
//	mShaders["standardVS"] = d3dUtil::CompileShader(L"E:\\DX12Book\\DX12LearnProject\\DX12Learn\\LearnDemo\\Chapter 17 Picking\\Picking\\Shaders\\Default.hlsl", nullptr, "VS", "vs_5_1");
//	mShaders["opaquePS"] = d3dUtil::CompileShader(L"E:\\DX12Book\\DX12LearnProject\\DX12Learn\\LearnDemo\\Chapter 17 Picking\\Picking\\Shaders\\Default.hlsl", nullptr, "PS", "ps_5_1");
//	
//    mInputLayout =
//    {
//        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
//        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
//		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
//    };
//}
//
//void PickingApp::BuildCarGeometry()
//{
//	std::ifstream fin("E:/DX12Book/DX12LearnProject/DX12Learn/LearnDemo/Chapter 17 Picking/Picking/Models/car.txt");
//
//	if(!fin)
//	{
//		MessageBox(0, L"E:/DX12Book/DX12LearnProject/DX12Learn/LearnDemo/Chapter 17 Picking/Picking/Models/car.txt not found.", 0, 0);
//		return;
//	}
//
//	UINT vcount = 0;
//	UINT tcount = 0;
//	std::string ignore;
//
//	fin >> ignore >> vcount;
//	fin >> ignore >> tcount;
//	fin >> ignore >> ignore >> ignore >> ignore;
//
//	XMFLOAT3 vMinf3(+MathHelper::Infinity, +MathHelper::Infinity, +MathHelper::Infinity);
//	XMFLOAT3 vMaxf3(-MathHelper::Infinity, -MathHelper::Infinity, -MathHelper::Infinity);
//
//	XMVECTOR vMin = XMLoadFloat3(&vMinf3);
//	XMVECTOR vMax = XMLoadFloat3(&vMaxf3);
//
//	std::vector<Vertex> vertices(vcount);
//	for(UINT i = 0; i < vcount; ++i)
//	{
//		fin >> vertices[i].Pos.x >> vertices[i].Pos.y >> vertices[i].Pos.z;
//		fin >> vertices[i].Normal.x >> vertices[i].Normal.y >> vertices[i].Normal.z;
//
//		XMVECTOR P = XMLoadFloat3(&vertices[i].Pos);
//
//		vertices[i].TexC = { 0.0f, 0.0f };
//
//		vMin = XMVectorMin(vMin, P);
//		vMax = XMVectorMax(vMax, P);
//	}
//
//	BoundingBox bounds;
//	XMStoreFloat3(&bounds.Center, 0.5f*(vMin + vMax));
//	XMStoreFloat3(&bounds.Extents, 0.5f*(vMax - vMin));
//
//	fin >> ignore;
//	fin >> ignore;
//	fin >> ignore;
//
//	std::vector<std::int32_t> indices(3 * tcount);
//	for(UINT i = 0; i < tcount; ++i)
//	{
//		fin >> indices[i * 3 + 0] >> indices[i * 3 + 1] >> indices[i * 3 + 2];
//	}
//
//	fin.close();
//
//	//
//	// Pack the indices of all the meshes into one index buffer.
//	//
//
//	const UINT vbByteSize = (UINT)vertices.size() * sizeof(Vertex);
//
//	const UINT ibByteSize = (UINT)indices.size() * sizeof(std::int32_t);
//
//	auto geo = std::make_unique<MeshGeometry>();
//	geo->Name = "carGeo";
//
//	ThrowIfFailed(D3DCreateBlob(vbByteSize, &geo->VertexBufferCPU));
//	CopyMemory(geo->VertexBufferCPU->GetBufferPointer(), vertices.data(), vbByteSize);
//
//	ThrowIfFailed(D3DCreateBlob(ibByteSize, &geo->IndexBufferCPU));
//	CopyMemory(geo->IndexBufferCPU->GetBufferPointer(), indices.data(), ibByteSize);
//
//	geo->VertexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
//		mCommandList.Get(), vertices.data(), vbByteSize, geo->VertexBufferUploader);
//
//	geo->IndexBufferGPU = d3dUtil::CreateDefaultBuffer(md3dDevice.Get(),
//		mCommandList.Get(), indices.data(), ibByteSize, geo->IndexBufferUploader);
//
//	geo->VertexByteStride = sizeof(Vertex);
//	geo->VertexBufferByteSize = vbByteSize;
//	geo->IndexFormat = DXGI_FORMAT_R32_UINT;
//	geo->IndexBufferByteSize = ibByteSize;
//
//	SubmeshGeometry submesh;
//	submesh.IndexCount = (UINT)indices.size();
//	submesh.StartIndexLocation = 0;
//	submesh.BaseVertexLocation = 0;
//	submesh.Bounds = bounds;
//
//	geo->DrawArgs["car"] = submesh;
//
//	mGeometries[geo->Name] = std::move(geo);
//}
//
//void PickingApp::BuildPSOs()
//{
//    D3D12_GRAPHICS_PIPELINE_STATE_DESC opaquePsoDesc;
//
//	//
//	// PSO for opaque objects.
//	//
//    ZeroMemory(&opaquePsoDesc, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
//	opaquePsoDesc.InputLayout = { mInputLayout.data(), (UINT)mInputLayout.size() };
//	opaquePsoDesc.pRootSignature = mRootSignature.Get();
//	opaquePsoDesc.VS = 
//	{ 
//		reinterpret_cast<BYTE*>(mShaders["standardVS"]->GetBufferPointer()), 
//		mShaders["standardVS"]->GetBufferSize()
//	};
//	opaquePsoDesc.PS = 
//	{ 
//		reinterpret_cast<BYTE*>(mShaders["opaquePS"]->GetBufferPointer()),
//		mShaders["opaquePS"]->GetBufferSize()
//	};
//	opaquePsoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
//	opaquePsoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
//	opaquePsoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
//	opaquePsoDesc.SampleMask = UINT_MAX;
//	opaquePsoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
//	opaquePsoDesc.NumRenderTargets = 1;
//	opaquePsoDesc.RTVFormats[0] = mBackBufferFormat;
//	opaquePsoDesc.SampleDesc.Count = m4xMsaaState ? 4 : 1;
//	opaquePsoDesc.SampleDesc.Quality = m4xMsaaState ? (m4xMsaaQuality - 1) : 0;
//	opaquePsoDesc.DSVFormat = mDepthStencilFormat;
//    ThrowIfFailed(md3dDevice->CreateGraphicsPipelineState(&opaquePsoDesc, IID_PPV_ARGS(&mPSOs["opaque"])));
//
//	//
//	// PSO for highlight objects
//	//
//
//	D3D12_GRAPHICS_PIPELINE_STATE_DESC highlightPsoDesc = opaquePsoDesc;
//
//	// Change the depth test from < to <= so that if we draw the same triangle twice, it will
//	// still pass the depth test.  This is needed because we redraw the picked triangle with a
//	// different material to highlight it.  If we do not use <=, the triangle will fail the 
//	// depth test the 2nd time we try and draw it.
//	highlightPsoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
//
//	// Standard transparency blending.
//	D3D12_RENDER_TARGET_BLEND_DESC transparencyBlendDesc;
//	transparencyBlendDesc.BlendEnable = true;
//	transparencyBlendDesc.LogicOpEnable = false;
//	transparencyBlendDesc.SrcBlend = D3D12_BLEND_SRC_ALPHA;
//	transparencyBlendDesc.DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
//	transparencyBlendDesc.BlendOp = D3D12_BLEND_OP_ADD;
//	transparencyBlendDesc.SrcBlendAlpha = D3D12_BLEND_ONE;
//	transparencyBlendDesc.DestBlendAlpha = D3D12_BLEND_ZERO;
//	transparencyBlendDesc.BlendOpAlpha = D3D12_BLEND_OP_ADD;
//	transparencyBlendDesc.LogicOp = D3D12_LOGIC_OP_NOOP;
//	transparencyBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
//
//	highlightPsoDesc.BlendState.RenderTarget[0] = transparencyBlendDesc;
//	ThrowIfFailed(md3dDevice->CreateGraphicsPipelineState(&highlightPsoDesc, IID_PPV_ARGS(&mPSOs["highlight"])));
//}
//
//void PickingApp::BuildFrameResources()
//{
//    for(int i = 0; i < gNumFrameResources; ++i)
//    {
//        mFrameResources.push_back(std::make_unique<PickingFrameResource>(md3dDevice.Get(),
//            1, (UINT)mAllRitems.size(), (UINT)mMaterials.size()));
//    }
//}
//
//void PickingApp::BuildMaterials()
//{
//	auto gray0 = std::make_unique<Material>();
//	gray0->Name = "gray0";
//	gray0->MatCBIndex = 0;
//	gray0->DiffuseSrvHeapIndex = 0;
//	gray0->DiffuseAlbedo = XMFLOAT4(0.7f, 0.7f, 0.7f, 1.0f);
//	gray0->FresnelR0 = XMFLOAT3(0.04f, 0.04f, 0.04f);
//	gray0->Roughness = 0.0f;
//
//	auto highlight0 = std::make_unique<Material>();
//	highlight0->Name = "highlight0";
//	highlight0->MatCBIndex = 1;
//	highlight0->DiffuseSrvHeapIndex = 0;
//	highlight0->DiffuseAlbedo = XMFLOAT4(1.0f, 1.0f, 0.0f, 0.6f);
//	highlight0->FresnelR0 = XMFLOAT3(0.06f, 0.06f, 0.06f);
//	highlight0->Roughness = 0.0f;
//
//	
//	mMaterials["gray0"] = std::move(gray0);
//	mMaterials["highlight0"] = std::move(highlight0);
//}
//
//void PickingApp::BuildRenderItems()
//{
//	auto carRitem = std::make_unique<RenderItem>();
//	XMStoreFloat4x4(&carRitem->World, XMMatrixScaling(1.0f, 1.0f, 1.0f)*XMMatrixTranslation(0.0f, 1.0f, 0.0f));
//	XMStoreFloat4x4(&carRitem->TexTransform, XMMatrixScaling(1.0f, 1.0f, 1.0f));
//	carRitem->ObjCBIndex = 0;
//	carRitem->Mat = mMaterials["gray0"].get();
//	carRitem->Geo = mGeometries["carGeo"].get();
//	carRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//	carRitem->Bounds = carRitem->Geo->DrawArgs["car"].Bounds;
//	carRitem->IndexCount = carRitem->Geo->DrawArgs["car"].IndexCount;
//	carRitem->StartIndexLocation = carRitem->Geo->DrawArgs["car"].StartIndexLocation;
//	carRitem->BaseVertexLocation = carRitem->Geo->DrawArgs["car"].BaseVertexLocation;
//	mRitemLayer[(int)RenderLayer::Opaque].push_back(carRitem.get());
//
//	auto pickedRitem = std::make_unique<RenderItem>();
//	pickedRitem->World = MathHelper::Identity4x4();
//	pickedRitem->TexTransform = MathHelper::Identity4x4();
//	pickedRitem->ObjCBIndex = 1;
//	pickedRitem->Mat = mMaterials["highlight0"].get();
//	pickedRitem->Geo = mGeometries["carGeo"].get();
//	pickedRitem->PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
//
//	// Picked triangle is not visible until one is picked.
//	pickedRitem->Visible = false;
//
//	// DrawCall parameters are filled out when a triangle is picked.
//	pickedRitem->IndexCount = 0;
//	pickedRitem->StartIndexLocation = 0;
//	pickedRitem->BaseVertexLocation = 0;
//	mPickedRitem = pickedRitem.get();
//	mRitemLayer[(int)RenderLayer::Highlight].push_back(pickedRitem.get());
//
//
//	mAllRitems.push_back(std::move(carRitem));
//	mAllRitems.push_back(std::move(pickedRitem));
//}
//
//void PickingApp::DrawRenderItems(ID3D12GraphicsCommandList* cmdList, const std::vector<RenderItem*>& ritems)
//{
//    UINT objCBByteSize = d3dUtil::CalcConstantBufferByteSize(sizeof(ObjectConstants));
// 
//	auto objectCB = mCurrFrameResource->ObjectCB->Resource();
//
//    // For each render item...
//    for(size_t i = 0; i < ritems.size(); ++i)
//    {
//        auto ri = ritems[i];
//
//		if(ri->Visible == false)
//			continue;
//
//        cmdList->IASetVertexBuffers(0, 1, &ri->Geo->VertexBufferView());
//        cmdList->IASetIndexBuffer(&ri->Geo->IndexBufferView());
//        cmdList->IASetPrimitiveTopology(ri->PrimitiveType);
//
//        D3D12_GPU_VIRTUAL_ADDRESS objCBAddress = objectCB->GetGPUVirtualAddress() + ri->ObjCBIndex*objCBByteSize;
//
//		cmdList->SetGraphicsRootConstantBufferView(0, objCBAddress);
//
//        cmdList->DrawIndexedInstanced(ri->IndexCount, 1, ri->StartIndexLocation, ri->BaseVertexLocation, 0);
//    }
//}
//
//std::array<const CD3DX12_STATIC_SAMPLER_DESC, 6> PickingApp::GetStaticSamplers()
//{
//	// Applications usually only need a handful of samplers.  So just define them all up front
//	// and keep them available as part of the root signature.  
//
//	const CD3DX12_STATIC_SAMPLER_DESC pointWrap(
//		0, // shaderRegister
//		D3D12_FILTER_MIN_MAG_MIP_POINT, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP); // addressW
//
//	const CD3DX12_STATIC_SAMPLER_DESC pointClamp(
//		1, // shaderRegister
//		D3D12_FILTER_MIN_MAG_MIP_POINT, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP); // addressW
//
//	const CD3DX12_STATIC_SAMPLER_DESC linearWrap(
//		2, // shaderRegister
//		D3D12_FILTER_MIN_MAG_MIP_LINEAR, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP); // addressW
//
//	const CD3DX12_STATIC_SAMPLER_DESC linearClamp(
//		3, // shaderRegister
//		D3D12_FILTER_MIN_MAG_MIP_LINEAR, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP); // addressW
//
//	const CD3DX12_STATIC_SAMPLER_DESC anisotropicWrap(
//		4, // shaderRegister
//		D3D12_FILTER_ANISOTROPIC, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_WRAP,  // addressW
//		0.0f,                             // mipLODBias
//		8);                               // maxAnisotropy
//
//	const CD3DX12_STATIC_SAMPLER_DESC anisotropicClamp(
//		5, // shaderRegister
//		D3D12_FILTER_ANISOTROPIC, // filter
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressU
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressV
//		D3D12_TEXTURE_ADDRESS_MODE_CLAMP,  // addressW
//		0.0f,                              // mipLODBias
//		8);                                // maxAnisotropy
//
//	return { 
//		pointWrap, pointClamp,
//		linearWrap, linearClamp, 
//		anisotropicWrap, anisotropicClamp };
//}
//
//void PickingApp::Pick(int sx, int sy)
//{
//	XMFLOAT4X4 P = mCamera.GetProj4x4f();
//
//	// Compute picking ray in view space.
//	float vx = (+2.0f*sx / mClientWidth - 1.0f) / P(0, 0);
//	float vy = (-2.0f*sy / mClientHeight + 1.0f) / P(1, 1);
//
//	// Ray definition in view space.
//	XMVECTOR rayOrigin = XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f);
//	XMVECTOR rayDir = XMVectorSet(vx, vy, 1.0f, 0.0f);
//	
//	XMMATRIX V = mCamera.GetView();
//	XMMATRIX invView = XMMatrixInverse(&XMMatrixDeterminant(V), V);
//
//	// Assume nothing is picked to start, so the picked render-item is invisible.
//	mPickedRitem->Visible = false;
//
//	// Check if we picked an opaque render item.  A real app might keep a separate "picking list"
//	// of objects that can be selected.   
//	for(auto ri : mRitemLayer[(int)RenderLayer::Opaque])
//	{
//		auto geo = ri->Geo;
//
//		// Skip invisible render-items.
//		if(ri->Visible == false)
//			continue;
//
//		XMMATRIX W = XMLoadFloat4x4(&ri->World);
//		XMMATRIX invWorld = XMMatrixInverse(&XMMatrixDeterminant(W), W);
//
//		// Tranform ray to vi space of Mesh.
//		XMMATRIX toLocal = XMMatrixMultiply(invView, invWorld);
//
//		rayOrigin = XMVector3TransformCoord(rayOrigin, toLocal);
//		rayDir = XMVector3TransformNormal(rayDir, toLocal);
//
//		// Make the ray direction unit length for the intersection tests.
//		rayDir = XMVector3Normalize(rayDir);
//
//		// If we hit the bounding box of the Mesh, then we might have picked a Mesh triangle,
//		// so do the ray/triangle tests.
//		//
//		// If we did not hit the bounding box, then it is impossible that we hit 
//		// the Mesh, so do not waste effort doing ray/triangle tests.
//		float tmin = 0.0f;
//		if(ri->Bounds.Intersects(rayOrigin, rayDir, tmin))
//		{
//			// NOTE: For the demo, we know what to cast the vertex/index data to.  If we were mixing
//			// formats, some metadata would be needed to figure out what to cast it to.
//			auto vertices = (Vertex*)geo->VertexBufferCPU->GetBufferPointer();
//			auto indices = (std::uint32_t*)geo->IndexBufferCPU->GetBufferPointer();
//			UINT triCount = ri->IndexCount / 3;
//
//			// Find the nearest ray/triangle intersection.
//			tmin = MathHelper::Infinity;
//			for(UINT i = 0; i < triCount; ++i)
//			{
//				// Indices for this triangle.
//				UINT i0 = indices[i * 3 + 0];
//				UINT i1 = indices[i * 3 + 1];
//				UINT i2 = indices[i * 3 + 2];
//
//				// Vertices for this triangle.
//				XMVECTOR v0 = XMLoadFloat3(&vertices[i0].Pos);
//				XMVECTOR v1 = XMLoadFloat3(&vertices[i1].Pos);
//				XMVECTOR v2 = XMLoadFloat3(&vertices[i2].Pos);
//
//				// We have to iterate over all the triangles in order to find the nearest intersection.
//				float t = 0.0f;
//				if(TriangleTests::Intersects(rayOrigin, rayDir, v0, v1, v2, t))
//				{
//					if(t < tmin)
//					{
//						// This is the new nearest picked triangle.
//						tmin = t;
//						UINT pickedTriangle = i;
//
//						mPickedRitem->Visible = true;
//						mPickedRitem->IndexCount = 3;
//						mPickedRitem->BaseVertexLocation = 0;
//
//						// Picked render item needs same world matrix as object picked.
//						mPickedRitem->World = ri->World;
//						mPickedRitem->NumFramesDirty = gNumFrameResources;
//
//						// Offset to the picked triangle in the mesh index buffer.
//						mPickedRitem->StartIndexLocation = 3 * pickedTriangle;
//					}
//				}
//			}
//		}
//	}
//}